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71c7f2b42c
'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling. Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
2034 lines
49 KiB
C++
2034 lines
49 KiB
C++
/*
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** g_level.cpp
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** controls movement between levels
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <assert.h>
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#include "templates.h"
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#include "d_main.h"
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#include "g_level.h"
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#include "g_game.h"
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#include "s_sound.h"
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#include "d_event.h"
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#include "m_random.h"
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#include "doomerrors.h"
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#include "doomstat.h"
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#include "wi_stuff.h"
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#include "w_wad.h"
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#include "am_map.h"
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#include "c_dispatch.h"
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#include "i_system.h"
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#include "p_setup.h"
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#include "p_local.h"
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#include "r_sky.h"
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#include "c_console.h"
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#include "intermission/intermission.h"
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#include "gstrings.h"
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#include "v_video.h"
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#include "st_stuff.h"
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#include "hu_stuff.h"
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#include "p_saveg.h"
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#include "p_acs.h"
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#include "d_protocol.h"
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#include "v_text.h"
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#include "s_sndseq.h"
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#include "b_bot.h"
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#include "sc_man.h"
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#include "sbar.h"
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#include "a_lightning.h"
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#include "m_png.h"
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#include "m_random.h"
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#include "version.h"
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#include "statnums.h"
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#include "sbarinfo.h"
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#include "r_data/r_translate.h"
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#include "p_lnspec.h"
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#include "r_data/r_interpolate.h"
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#include "cmdlib.h"
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#include "d_net.h"
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#include "d_netinf.h"
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#include "v_palette.h"
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#include "menu/menu.h"
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#include "a_sharedglobal.h"
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#include "a_strifeglobal.h"
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#include "r_data/colormaps.h"
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#include "farchive.h"
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#include "r_renderer.h"
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#include "gi.h"
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#include "g_hub.h"
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void STAT_StartNewGame(const char *lev);
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void STAT_ChangeLevel(const char *newl);
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EXTERN_CVAR (Float, sv_gravity)
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EXTERN_CVAR (Float, sv_aircontrol)
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EXTERN_CVAR (Int, disableautosave)
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EXTERN_CVAR (String, playerclass)
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#define SNAP_ID MAKE_ID('s','n','A','p')
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#define DSNP_ID MAKE_ID('d','s','N','p')
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#define VIST_ID MAKE_ID('v','i','S','t')
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#define ACSD_ID MAKE_ID('a','c','S','d')
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#define RCLS_ID MAKE_ID('r','c','L','s')
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#define PCLS_ID MAKE_ID('p','c','L','s')
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void G_VerifySkill();
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static FRandom pr_classchoice ("RandomPlayerClassChoice");
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extern level_info_t TheDefaultLevelInfo;
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extern bool timingdemo;
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// Start time for timing demos
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int starttime;
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extern FString BackupSaveName;
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bool savegamerestore;
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extern int mousex, mousey;
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extern bool sendpause, sendsave, sendturn180, SendLand;
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void *statcopy; // for statistics driver
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FLevelLocals level; // info about current level
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//==========================================================================
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//
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// G_InitNew
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// Can be called by the startup code or the menu task,
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// consoleplayer, playeringame[] should be set.
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//
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//==========================================================================
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static FString d_mapname;
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static int d_skill=-1;
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void G_DeferedInitNew (const char *mapname, int newskill)
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{
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d_mapname = mapname;
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d_skill = newskill;
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CheckWarpTransMap (d_mapname, true);
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gameaction = ga_newgame2;
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}
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void G_DeferedInitNew (FGameStartup *gs)
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{
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if (gs->PlayerClass != NULL) playerclass = gs->PlayerClass;
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d_mapname = AllEpisodes[gs->Episode].mEpisodeMap;
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d_skill = gs->Skill;
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CheckWarpTransMap (d_mapname, true);
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gameaction = ga_newgame2;
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}
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//==========================================================================
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//
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//
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//==========================================================================
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CCMD (map)
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{
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if (netgame)
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{
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Printf ("Use " TEXTCOLOR_BOLD "changemap" TEXTCOLOR_NORMAL " instead. " TEXTCOLOR_BOLD "Map"
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TEXTCOLOR_NORMAL " is for single-player only.\n");
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return;
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}
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if (argv.argc() > 1)
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{
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try
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{
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if (!P_CheckMapData(argv[1]))
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{
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Printf ("No map %s\n", argv[1]);
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}
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else
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{
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G_DeferedInitNew (argv[1]);
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}
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}
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catch(CRecoverableError &error)
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{
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if (error.GetMessage())
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Printf("%s", error.GetMessage());
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}
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}
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else
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{
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Printf ("Usage: map <map name>\n");
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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CCMD(recordmap)
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{
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if (netgame)
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{
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Printf("You cannot record a new game while in a netgame.");
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return;
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}
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if (argv.argc() > 2)
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{
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try
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{
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if (!P_CheckMapData(argv[2]))
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{
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Printf("No map %s\n", argv[2]);
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}
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else
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{
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G_DeferedInitNew(argv[2]);
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gameaction = ga_recordgame;
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newdemoname = argv[1];
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newdemomap = argv[2];
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}
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}
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catch (CRecoverableError &error)
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{
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if (error.GetMessage())
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Printf("%s", error.GetMessage());
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}
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}
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else
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{
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Printf("Usage: recordmap <filename> <map name>\n");
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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CCMD (open)
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{
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if (netgame)
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{
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Printf ("You cannot use open in multiplayer games.\n");
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return;
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}
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if (argv.argc() > 1)
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{
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d_mapname = "file:";
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d_mapname += argv[1];
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if (!P_CheckMapData(d_mapname))
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{
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Printf ("No map %s\n", d_mapname.GetChars());
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}
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else
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{
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gameaction = ga_newgame2;
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d_skill = -1;
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}
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}
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else
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{
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Printf ("Usage: open <map file>\n");
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void G_NewInit ()
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{
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int i;
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// Destory all old player refrences that may still exist
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TThinkerIterator<APlayerPawn> it(STAT_TRAVELLING);
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APlayerPawn *pawn, *next;
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next = it.Next();
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while ((pawn = next) != NULL)
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{
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next = it.Next();
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pawn->flags |= MF_NOSECTOR | MF_NOBLOCKMAP;
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pawn->Destroy();
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}
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G_ClearSnapshots ();
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ST_SetNeedRefresh();
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netgame = false;
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multiplayer = false;
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if (demoplayback)
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{
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C_RestoreCVars ();
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demoplayback = false;
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D_SetupUserInfo ();
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}
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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player_t *p = &players[i];
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userinfo_t saved_ui;
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saved_ui.TransferFrom(players[i].userinfo);
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int chasecam = p->cheats & CF_CHASECAM;
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p->~player_t();
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::new(p) player_t;
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players[i].cheats |= chasecam;
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players[i].playerstate = PST_DEAD;
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playeringame[i] = 0;
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players[i].userinfo.TransferFrom(saved_ui);
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}
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BackupSaveName = "";
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consoleplayer = 0;
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NextSkill = -1;
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void G_DoNewGame (void)
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{
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G_NewInit ();
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playeringame[consoleplayer] = 1;
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if (d_skill != -1)
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{
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gameskill = d_skill;
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}
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G_InitNew (d_mapname, false);
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gameaction = ga_nothing;
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}
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//==========================================================================
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//
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// Initializes player classes in case they are random.
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// This gets called at the start of a new game, and the classes
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// chosen here are used for the remainder of a single-player
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// or coop game. These are ignored for deathmatch.
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//
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//==========================================================================
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static void InitPlayerClasses ()
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{
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if (!savegamerestore)
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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SinglePlayerClass[i] = players[i].userinfo.GetPlayerClassNum();
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if (SinglePlayerClass[i] < 0 || !playeringame[i])
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{
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SinglePlayerClass[i] = (pr_classchoice()) % PlayerClasses.Size ();
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}
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players[i].cls = NULL;
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players[i].CurrentPlayerClass = SinglePlayerClass[i];
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}
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void G_InitNew (const char *mapname, bool bTitleLevel)
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{
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bool wantFast;
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int i;
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G_ClearHubInfo();
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if (!savegamerestore)
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{
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G_ClearSnapshots ();
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P_RemoveDefereds ();
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// [RH] Mark all levels as not visited
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for (unsigned int i = 0; i < wadlevelinfos.Size(); i++)
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wadlevelinfos[i].flags = wadlevelinfos[i].flags & ~LEVEL_VISITED;
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}
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UnlatchCVars ();
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G_VerifySkill();
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UnlatchCVars ();
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if (paused)
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{
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paused = 0;
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S_ResumeSound (false);
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}
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if (StatusBar != NULL)
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{
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StatusBar->Destroy();
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StatusBar = NULL;
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}
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if (bTitleLevel)
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{
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StatusBar = new DBaseStatusBar (0);
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}
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else if (SBarInfoScript[SCRIPT_CUSTOM] != NULL)
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{
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int cstype = SBarInfoScript[SCRIPT_CUSTOM]->GetGameType();
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//Did the user specify a "base"
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if(cstype == GAME_Strife)
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{
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StatusBar = CreateStrifeStatusBar();
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}
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else if(cstype == GAME_Any) //Use the default, empty or custom.
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{
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StatusBar = CreateCustomStatusBar(SCRIPT_CUSTOM);
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}
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else
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{
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StatusBar = CreateCustomStatusBar(SCRIPT_DEFAULT);
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}
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}
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if (StatusBar == NULL)
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{
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if (gameinfo.gametype & (GAME_DoomChex|GAME_Heretic|GAME_Hexen))
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{
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StatusBar = CreateCustomStatusBar (SCRIPT_DEFAULT);
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}
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else if (gameinfo.gametype == GAME_Strife)
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{
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StatusBar = CreateStrifeStatusBar ();
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}
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else
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{
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StatusBar = new DBaseStatusBar (0);
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}
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}
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GC::WriteBarrier(StatusBar);
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StatusBar->AttachToPlayer (&players[consoleplayer]);
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StatusBar->NewGame ();
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setsizeneeded = true;
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if (gameinfo.gametype == GAME_Strife || (SBarInfoScript[SCRIPT_CUSTOM] != NULL && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife))
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{
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// Set the initial quest log text for Strife.
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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players[i].SetLogText ("Find help");
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}
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}
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// [RH] If this map doesn't exist, bomb out
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if (!P_CheckMapData(mapname))
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{
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I_Error ("Could not find map %s\n", mapname);
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}
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wantFast = !!G_SkillProperty(SKILLP_FastMonsters);
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GameSpeed = wantFast ? SPEED_Fast : SPEED_Normal;
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if (!savegamerestore)
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{
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if (!netgame && !demorecording && !demoplayback)
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{
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// [RH] Change the random seed for each new single player game
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// [ED850] The demo already sets the RNG.
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rngseed = use_staticrng ? staticrngseed : (rngseed + 1);
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}
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FRandom::StaticClearRandom ();
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P_ClearACSVars(true);
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level.time = 0;
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level.maptime = 0;
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level.totaltime = 0;
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if (!multiplayer || !deathmatch)
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{
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InitPlayerClasses ();
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}
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// force players to be initialized upon first level load
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for (i = 0; i < MAXPLAYERS; i++)
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players[i].playerstate = PST_ENTER; // [BC]
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STAT_StartNewGame(mapname);
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}
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usergame = !bTitleLevel; // will be set false if a demo
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paused = 0;
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demoplayback = false;
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automapactive = false;
|
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viewactive = true;
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V_SetBorderNeedRefresh();
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|
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//Added by MC: Initialize bots.
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if (!deathmatch)
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{
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bglobal.Init ();
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}
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level.MapName = mapname;
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if (bTitleLevel)
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{
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gamestate = GS_TITLELEVEL;
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}
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else if (gamestate != GS_STARTUP)
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{
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gamestate = GS_LEVEL;
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}
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G_DoLoadLevel (0, false);
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}
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|
|
//
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// G_DoCompleted
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//
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static FString nextlevel;
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static int startpos; // [RH] Support for multiple starts per level
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extern int NoWipe; // [RH] Don't wipe when travelling in hubs
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static int changeflags;
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static bool unloading;
|
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|
//==========================================================================
|
|
//
|
|
// [RH] The position parameter to these next three functions should
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// match the first parameter of the single player start spots
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// that should appear in the next map.
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//
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|
//==========================================================================
|
|
|
|
void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill)
|
|
{
|
|
level_info_t *nextinfo = NULL;
|
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|
|
if (unloading)
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{
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Printf (TEXTCOLOR_RED "Unloading scripts cannot exit the level again.\n");
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return;
|
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}
|
|
if (gameaction == ga_completed) // do not exit multiple times.
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{
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return;
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}
|
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|
|
if (levelname == NULL || *levelname == 0)
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|
{
|
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// end the game
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|
levelname = NULL;
|
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if (!level.NextMap.Compare("enDSeQ",6))
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|
{
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nextlevel = level.NextMap; // If there is already an end sequence please leave it alone!
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|
}
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|
else
|
|
{
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nextlevel.Format("enDSeQ%04x", int(gameinfo.DefaultEndSequence));
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|
}
|
|
}
|
|
else if (strncmp(levelname, "enDSeQ", 6) != 0)
|
|
{
|
|
FString reallevelname = levelname;
|
|
CheckWarpTransMap(reallevelname, true);
|
|
nextinfo = FindLevelInfo (reallevelname, false);
|
|
if (nextinfo != NULL)
|
|
{
|
|
level_info_t *nextredir = nextinfo->CheckLevelRedirect();
|
|
if (nextredir != NULL)
|
|
{
|
|
nextinfo = nextredir;
|
|
}
|
|
nextlevel = nextinfo->MapName;
|
|
}
|
|
else
|
|
{
|
|
nextlevel = levelname;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
nextlevel = levelname;
|
|
}
|
|
|
|
if (nextSkill != -1)
|
|
NextSkill = nextSkill;
|
|
|
|
if (flags & CHANGELEVEL_NOINTERMISSION)
|
|
{
|
|
level.flags |= LEVEL_NOINTERMISSION;
|
|
}
|
|
|
|
cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
|
|
cluster_info_t *nextcluster = nextinfo? FindClusterInfo (nextinfo->cluster) : NULL;
|
|
|
|
startpos = position;
|
|
gameaction = ga_completed;
|
|
|
|
if (nextinfo != NULL)
|
|
{
|
|
if (thiscluster != nextcluster || (thiscluster && !(thiscluster->flags & CLUSTER_HUB)))
|
|
{
|
|
if (nextinfo->flags2 & LEVEL2_RESETINVENTORY)
|
|
{
|
|
flags |= CHANGELEVEL_RESETINVENTORY;
|
|
}
|
|
if (nextinfo->flags2 & LEVEL2_RESETHEALTH)
|
|
{
|
|
flags |= CHANGELEVEL_RESETHEALTH;
|
|
}
|
|
}
|
|
}
|
|
changeflags = flags;
|
|
|
|
bglobal.End(); //Added by MC:
|
|
|
|
// [RH] Give scripts a chance to do something
|
|
unloading = true;
|
|
FBehavior::StaticStartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true);
|
|
unloading = false;
|
|
|
|
STAT_ChangeLevel(nextlevel);
|
|
|
|
if (thiscluster && (thiscluster->flags & CLUSTER_HUB))
|
|
{
|
|
if ((level.flags & LEVEL_NOINTERMISSION) || (nextcluster == thiscluster))
|
|
NoWipe = 35;
|
|
D_DrawIcon = "TELEICON";
|
|
}
|
|
|
|
for(int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
player_t *player = &players[i];
|
|
|
|
// Un-crouch all players here.
|
|
player->Uncrouch();
|
|
|
|
// If this is co-op, respawn any dead players now so they can
|
|
// keep their inventory on the next map.
|
|
if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN) && !deathmatch && player->playerstate == PST_DEAD)
|
|
{
|
|
// Copied from the end of P_DeathThink [[
|
|
player->cls = NULL; // Force a new class if the player is using a random class
|
|
player->playerstate = PST_REBORN;
|
|
if (player->mo->special1 > 2)
|
|
{
|
|
player->mo->special1 = 0;
|
|
}
|
|
// ]]
|
|
G_DoReborn(i, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
const char *G_GetExitMap()
|
|
{
|
|
return level.NextMap;
|
|
}
|
|
|
|
const char *G_GetSecretExitMap()
|
|
{
|
|
const char *nextmap = level.NextMap;
|
|
|
|
if (level.NextSecretMap.Len() > 0)
|
|
{
|
|
if (P_CheckMapData(level.NextSecretMap))
|
|
{
|
|
nextmap = level.NextSecretMap;
|
|
}
|
|
}
|
|
return nextmap;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_ExitLevel (int position, bool keepFacing)
|
|
{
|
|
G_ChangeLevel(G_GetExitMap(), position, keepFacing ? CHANGELEVEL_KEEPFACING : 0);
|
|
}
|
|
|
|
void G_SecretExitLevel (int position)
|
|
{
|
|
G_ChangeLevel(G_GetSecretExitMap(), position, 0);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_DoCompleted (void)
|
|
{
|
|
int i;
|
|
|
|
gameaction = ga_nothing;
|
|
|
|
if ( gamestate == GS_DEMOSCREEN
|
|
|| gamestate == GS_FULLCONSOLE
|
|
|| gamestate == GS_STARTUP)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (gamestate == GS_TITLELEVEL)
|
|
{
|
|
level.MapName = nextlevel;
|
|
G_DoLoadLevel (startpos, false);
|
|
startpos = 0;
|
|
viewactive = true;
|
|
return;
|
|
}
|
|
|
|
// [RH] Mark this level as having been visited
|
|
if (!(level.flags & LEVEL_CHANGEMAPCHEAT))
|
|
FindLevelInfo (level.MapName)->flags |= LEVEL_VISITED;
|
|
|
|
if (automapactive)
|
|
AM_Stop ();
|
|
|
|
wminfo.finished_ep = level.cluster - 1;
|
|
wminfo.LName0 = TexMan[TexMan.CheckForTexture(level.info->PName, FTexture::TEX_MiscPatch)];
|
|
wminfo.current = level.MapName;
|
|
|
|
if (deathmatch &&
|
|
(dmflags & DF_SAME_LEVEL) &&
|
|
!(level.flags & LEVEL_CHANGEMAPCHEAT))
|
|
{
|
|
wminfo.next = level.MapName;
|
|
wminfo.LName1 = wminfo.LName0;
|
|
}
|
|
else
|
|
{
|
|
level_info_t *nextinfo = FindLevelInfo (nextlevel, false);
|
|
if (nextinfo == NULL || strncmp (nextlevel, "enDSeQ", 6) == 0)
|
|
{
|
|
wminfo.next = nextlevel;
|
|
wminfo.LName1 = NULL;
|
|
}
|
|
else
|
|
{
|
|
wminfo.next = nextinfo->MapName;
|
|
wminfo.LName1 = TexMan[TexMan.CheckForTexture(nextinfo->PName, FTexture::TEX_MiscPatch)];
|
|
}
|
|
}
|
|
|
|
CheckWarpTransMap (wminfo.next, true);
|
|
nextlevel = wminfo.next;
|
|
|
|
wminfo.next_ep = FindLevelInfo (wminfo.next)->cluster - 1;
|
|
wminfo.maxkills = level.total_monsters;
|
|
wminfo.maxitems = level.total_items;
|
|
wminfo.maxsecret = level.total_secrets;
|
|
wminfo.maxfrags = 0;
|
|
wminfo.partime = TICRATE * level.partime;
|
|
wminfo.sucktime = level.sucktime;
|
|
wminfo.pnum = consoleplayer;
|
|
wminfo.totaltime = level.totaltime;
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
wminfo.plyr[i].in = playeringame[i];
|
|
wminfo.plyr[i].skills = players[i].killcount;
|
|
wminfo.plyr[i].sitems = players[i].itemcount;
|
|
wminfo.plyr[i].ssecret = players[i].secretcount;
|
|
wminfo.plyr[i].stime = level.time;
|
|
memcpy (wminfo.plyr[i].frags, players[i].frags
|
|
, sizeof(wminfo.plyr[i].frags));
|
|
wminfo.plyr[i].fragcount = players[i].fragcount;
|
|
}
|
|
|
|
// [RH] If we're in a hub and staying within that hub, take a snapshot
|
|
// of the level. If we're traveling to a new hub, take stuff from
|
|
// the player and clear the world vars. If this is just an
|
|
// ordinary cluster (not a hub), take stuff from the player, but
|
|
// leave the world vars alone.
|
|
cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
|
|
cluster_info_t *nextcluster = FindClusterInfo (wminfo.next_ep+1); // next_ep is cluster-1
|
|
EFinishLevelType mode;
|
|
|
|
if (thiscluster != nextcluster || deathmatch ||
|
|
!(thiscluster->flags & CLUSTER_HUB))
|
|
{
|
|
if (nextcluster->flags & CLUSTER_HUB)
|
|
{
|
|
mode = FINISH_NextHub;
|
|
}
|
|
else
|
|
{
|
|
mode = FINISH_NoHub;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mode = FINISH_SameHub;
|
|
}
|
|
|
|
// Intermission stats for entire hubs
|
|
G_LeavingHub(mode, thiscluster, &wminfo);
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{ // take away appropriate inventory
|
|
G_PlayerFinishLevel (i, mode, changeflags);
|
|
}
|
|
}
|
|
|
|
if (mode == FINISH_SameHub)
|
|
{ // Remember the level's state for re-entry.
|
|
if (!(level.flags2 & LEVEL2_FORGETSTATE))
|
|
{
|
|
G_SnapshotLevel ();
|
|
// Do not free any global strings this level might reference
|
|
// while it's not loaded.
|
|
FBehavior::StaticLockLevelVarStrings();
|
|
}
|
|
else
|
|
{ // Make sure we don't have a snapshot lying around from before.
|
|
level.info->ClearSnapshot();
|
|
}
|
|
}
|
|
else
|
|
{ // Forget the states of all existing levels.
|
|
G_ClearSnapshots ();
|
|
|
|
if (mode == FINISH_NextHub)
|
|
{ // Reset world variables for the new hub.
|
|
P_ClearACSVars(false);
|
|
}
|
|
level.time = 0;
|
|
level.maptime = 0;
|
|
}
|
|
|
|
if (!deathmatch &&
|
|
((level.flags & LEVEL_NOINTERMISSION) ||
|
|
((nextcluster == thiscluster) && (thiscluster->flags & CLUSTER_HUB))))
|
|
{
|
|
G_WorldDone ();
|
|
return;
|
|
}
|
|
|
|
gamestate = GS_INTERMISSION;
|
|
viewactive = false;
|
|
automapactive = false;
|
|
|
|
// [RH] If you ever get a statistics driver operational, adapt this.
|
|
// if (statcopy)
|
|
// memcpy (statcopy, &wminfo, sizeof(wminfo));
|
|
|
|
WI_Start (&wminfo);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
class DAutosaver : public DThinker
|
|
{
|
|
DECLARE_CLASS (DAutosaver, DThinker)
|
|
public:
|
|
void Tick ();
|
|
};
|
|
|
|
IMPLEMENT_CLASS (DAutosaver)
|
|
|
|
void DAutosaver::Tick ()
|
|
{
|
|
Net_WriteByte (DEM_CHECKAUTOSAVE);
|
|
Destroy ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// G_DoLoadLevel
|
|
//
|
|
//==========================================================================
|
|
|
|
extern gamestate_t wipegamestate;
|
|
|
|
void G_DoLoadLevel (int position, bool autosave)
|
|
{
|
|
static int lastposition = 0;
|
|
gamestate_t oldgs = gamestate;
|
|
int i;
|
|
|
|
if (NextSkill >= 0)
|
|
{
|
|
UCVarValue val;
|
|
val.Int = NextSkill;
|
|
gameskill.ForceSet (val, CVAR_Int);
|
|
NextSkill = -1;
|
|
}
|
|
|
|
if (position == -1)
|
|
position = lastposition;
|
|
else
|
|
lastposition = position;
|
|
|
|
G_InitLevelLocals ();
|
|
StatusBar->DetachAllMessages ();
|
|
|
|
// Force 'teamplay' to 'true' if need be.
|
|
if (level.flags2 & LEVEL2_FORCETEAMPLAYON)
|
|
teamplay = true;
|
|
|
|
// Force 'teamplay' to 'false' if need be.
|
|
if (level.flags2 & LEVEL2_FORCETEAMPLAYOFF)
|
|
teamplay = false;
|
|
|
|
FString mapname = level.MapName;
|
|
mapname.ToLower();
|
|
Printf (
|
|
"\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36"
|
|
"\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n"
|
|
TEXTCOLOR_BOLD "%s - %s\n\n",
|
|
mapname.GetChars(), level.LevelName.GetChars());
|
|
|
|
if (wipegamestate == GS_LEVEL)
|
|
wipegamestate = GS_FORCEWIPE;
|
|
|
|
if (gamestate != GS_TITLELEVEL)
|
|
{
|
|
gamestate = GS_LEVEL;
|
|
}
|
|
|
|
// Set the sky map.
|
|
// First thing, we have a dummy sky texture name,
|
|
// a flat. The data is in the WAD only because
|
|
// we look for an actual index, instead of simply
|
|
// setting one.
|
|
skyflatnum = TexMan.GetTexture (gameinfo.SkyFlatName, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
// DOOM determines the sky texture to be used
|
|
// depending on the current episode and the game version.
|
|
// [RH] Fetch sky parameters from FLevelLocals.
|
|
sky1texture = level.skytexture1;
|
|
sky2texture = level.skytexture2;
|
|
|
|
// [RH] Set up details about sky rendering
|
|
R_InitSkyMap ();
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && (deathmatch || players[i].playerstate == PST_DEAD))
|
|
players[i].playerstate = PST_ENTER; // [BC]
|
|
memset (players[i].frags,0,sizeof(players[i].frags));
|
|
if (!(dmflags2 & DF2_YES_KEEPFRAGS) && (alwaysapplydmflags || deathmatch))
|
|
players[i].fragcount = 0;
|
|
}
|
|
|
|
if (changeflags & CHANGELEVEL_NOMONSTERS)
|
|
{
|
|
level.flags2 |= LEVEL2_NOMONSTERS;
|
|
}
|
|
else
|
|
{
|
|
level.flags2 &= ~LEVEL2_NOMONSTERS;
|
|
}
|
|
if (changeflags & CHANGELEVEL_PRERAISEWEAPON)
|
|
{
|
|
level.flags2 |= LEVEL2_PRERAISEWEAPON;
|
|
}
|
|
|
|
level.maptime = 0;
|
|
P_SetupLevel (level.MapName, position);
|
|
|
|
AM_LevelInit();
|
|
|
|
// [RH] Start lightning, if MAPINFO tells us to
|
|
if (level.flags & LEVEL_STARTLIGHTNING)
|
|
{
|
|
P_StartLightning ();
|
|
}
|
|
|
|
gameaction = ga_nothing;
|
|
|
|
// clear cmd building stuff
|
|
ResetButtonStates ();
|
|
|
|
SendItemUse = NULL;
|
|
SendItemDrop = NULL;
|
|
mousex = mousey = 0;
|
|
sendpause = sendsave = sendturn180 = SendLand = false;
|
|
LocalViewAngle = 0;
|
|
LocalViewPitch = 0;
|
|
paused = 0;
|
|
|
|
//Added by MC: Initialize bots.
|
|
if (deathmatch)
|
|
{
|
|
bglobal.Init ();
|
|
}
|
|
|
|
if (timingdemo)
|
|
{
|
|
static bool firstTime = true;
|
|
|
|
if (firstTime)
|
|
{
|
|
starttime = I_GetTime (false);
|
|
firstTime = false;
|
|
}
|
|
}
|
|
|
|
level.starttime = gametic;
|
|
G_UnSnapshotLevel (!savegamerestore); // [RH] Restore the state of the level.
|
|
G_FinishTravel ();
|
|
// For each player, if they are viewing through a player, make sure it is themselves.
|
|
for (int ii = 0; ii < MAXPLAYERS; ++ii)
|
|
{
|
|
if (playeringame[ii] && (players[ii].camera == NULL || players[ii].camera->player != NULL))
|
|
{
|
|
players[ii].camera = players[ii].mo;
|
|
}
|
|
}
|
|
StatusBar->AttachToPlayer (&players[consoleplayer]);
|
|
P_DoDeferedScripts (); // [RH] Do script actions that were triggered on another map.
|
|
|
|
if (demoplayback || oldgs == GS_STARTUP || oldgs == GS_TITLELEVEL)
|
|
C_HideConsole ();
|
|
|
|
C_FlushDisplay ();
|
|
|
|
// [RH] Always save the game when entering a new level.
|
|
if (autosave && !savegamerestore && disableautosave < 1)
|
|
{
|
|
DAutosaver GCCNOWARN *dummy = new DAutosaver;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// G_WorldDone
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_WorldDone (void)
|
|
{
|
|
cluster_info_t *nextcluster;
|
|
cluster_info_t *thiscluster;
|
|
|
|
gameaction = ga_worlddone;
|
|
|
|
if (level.flags & LEVEL_CHANGEMAPCHEAT)
|
|
return;
|
|
|
|
thiscluster = FindClusterInfo (level.cluster);
|
|
|
|
if (strncmp (nextlevel, "enDSeQ", 6) == 0)
|
|
{
|
|
FName endsequence = ENamedName(strtol(nextlevel.GetChars()+6, NULL, 16));
|
|
// Strife needs a special case here to choose between good and sad ending. Bad is handled elsewherw.
|
|
if (endsequence == NAME_Inter_Strife)
|
|
{
|
|
if (players[0].mo->FindInventory (QuestItemClasses[24]) ||
|
|
players[0].mo->FindInventory (QuestItemClasses[27]))
|
|
{
|
|
endsequence = NAME_Inter_Strife_Good;
|
|
}
|
|
else
|
|
{
|
|
endsequence = NAME_Inter_Strife_Sad;
|
|
}
|
|
}
|
|
|
|
F_StartFinale (thiscluster->MessageMusic, thiscluster->musicorder,
|
|
thiscluster->cdtrack, thiscluster->cdid,
|
|
thiscluster->FinaleFlat, thiscluster->ExitText,
|
|
thiscluster->flags & CLUSTER_EXITTEXTINLUMP,
|
|
thiscluster->flags & CLUSTER_FINALEPIC,
|
|
thiscluster->flags & CLUSTER_LOOKUPEXITTEXT,
|
|
true, endsequence);
|
|
}
|
|
else
|
|
{
|
|
nextcluster = FindClusterInfo (FindLevelInfo (nextlevel)->cluster);
|
|
|
|
if (nextcluster->cluster != level.cluster && !deathmatch)
|
|
{
|
|
// Only start the finale if the next level's cluster is different
|
|
// than the current one and we're not in deathmatch.
|
|
if (nextcluster->EnterText.IsNotEmpty())
|
|
{
|
|
F_StartFinale (nextcluster->MessageMusic, nextcluster->musicorder,
|
|
nextcluster->cdtrack, nextcluster->cdid,
|
|
nextcluster->FinaleFlat, nextcluster->EnterText,
|
|
nextcluster->flags & CLUSTER_ENTERTEXTINLUMP,
|
|
nextcluster->flags & CLUSTER_FINALEPIC,
|
|
nextcluster->flags & CLUSTER_LOOKUPENTERTEXT,
|
|
false);
|
|
}
|
|
else if (thiscluster->ExitText.IsNotEmpty())
|
|
{
|
|
F_StartFinale (thiscluster->MessageMusic, thiscluster->musicorder,
|
|
thiscluster->cdtrack, nextcluster->cdid,
|
|
thiscluster->FinaleFlat, thiscluster->ExitText,
|
|
thiscluster->flags & CLUSTER_EXITTEXTINLUMP,
|
|
thiscluster->flags & CLUSTER_FINALEPIC,
|
|
thiscluster->flags & CLUSTER_LOOKUPEXITTEXT,
|
|
false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_DoWorldDone (void)
|
|
{
|
|
gamestate = GS_LEVEL;
|
|
if (wminfo.next[0] == 0)
|
|
{
|
|
// Don't crash if no next map is given. Just repeat the current one.
|
|
Printf ("No next map specified.\n");
|
|
}
|
|
else
|
|
{
|
|
level.MapName = nextlevel;
|
|
}
|
|
G_StartTravel ();
|
|
G_DoLoadLevel (startpos, true);
|
|
startpos = 0;
|
|
gameaction = ga_nothing;
|
|
viewactive = true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// G_StartTravel
|
|
//
|
|
// Moves players (and eventually their inventory) to a different statnum,
|
|
// so they will not be destroyed when switching levels. This only applies
|
|
// to real players, not voodoo dolls.
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_StartTravel ()
|
|
{
|
|
if (deathmatch)
|
|
return;
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
AActor *pawn = players[i].mo;
|
|
AInventory *inv;
|
|
players[i].camera = NULL;
|
|
|
|
// Only living players travel. Dead ones get a new body on the new level.
|
|
if (players[i].health > 0)
|
|
{
|
|
pawn->UnlinkFromWorld ();
|
|
P_DelSector_List ();
|
|
int tid = pawn->tid; // Save TID
|
|
pawn->RemoveFromHash ();
|
|
pawn->tid = tid; // Restore TID (but no longer linked into the hash chain)
|
|
pawn->ChangeStatNum (STAT_TRAVELLING);
|
|
|
|
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
|
|
{
|
|
inv->ChangeStatNum (STAT_TRAVELLING);
|
|
inv->UnlinkFromWorld ();
|
|
P_DelSector_List ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bglobal.StartTravel ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// G_FinishTravel
|
|
//
|
|
// Moves any travelling players so that they occupy their newly-spawned
|
|
// copies' locations, destroying the new players in the process (because
|
|
// they are really fake placeholders to show where the travelling players
|
|
// should go).
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_FinishTravel ()
|
|
{
|
|
TThinkerIterator<APlayerPawn> it (STAT_TRAVELLING);
|
|
APlayerPawn *pawn, *pawndup, *oldpawn, *next;
|
|
AInventory *inv;
|
|
|
|
next = it.Next ();
|
|
while ( (pawn = next) != NULL)
|
|
{
|
|
next = it.Next ();
|
|
pawn->ChangeStatNum (STAT_PLAYER);
|
|
pawndup = pawn->player->mo;
|
|
assert (pawn != pawndup);
|
|
if (pawndup == NULL)
|
|
{ // Oh no! there was no start for this player!
|
|
pawn->flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
|
|
pawn->Destroy ();
|
|
}
|
|
else
|
|
{
|
|
oldpawn = pawndup;
|
|
|
|
// The player being spawned here is a short lived dummy and
|
|
// must not start any ENTER script or big problems will happen.
|
|
pawndup = P_SpawnPlayer (&playerstarts[pawn->player - players], int(pawn->player - players), SPF_TEMPPLAYER);
|
|
if (!(changeflags & CHANGELEVEL_KEEPFACING))
|
|
{
|
|
pawn->angle = pawndup->angle;
|
|
pawn->pitch = pawndup->pitch;
|
|
}
|
|
pawn->x = pawndup->x;
|
|
pawn->y = pawndup->y;
|
|
pawn->z = pawndup->z;
|
|
pawn->velx = pawndup->velx;
|
|
pawn->vely = pawndup->vely;
|
|
pawn->velz = pawndup->velz;
|
|
pawn->Sector = pawndup->Sector;
|
|
pawn->floorz = pawndup->floorz;
|
|
pawn->ceilingz = pawndup->ceilingz;
|
|
pawn->dropoffz = pawndup->dropoffz;
|
|
pawn->floorsector = pawndup->floorsector;
|
|
pawn->floorpic = pawndup->floorpic;
|
|
pawn->floorterrain = pawndup->floorterrain;
|
|
pawn->ceilingsector = pawndup->ceilingsector;
|
|
pawn->ceilingpic = pawndup->ceilingpic;
|
|
pawn->floorclip = pawndup->floorclip;
|
|
pawn->waterlevel = pawndup->waterlevel;
|
|
pawn->target = NULL;
|
|
pawn->lastenemy = NULL;
|
|
pawn->player->mo = pawn;
|
|
pawn->player->camera = pawn;
|
|
pawn->player->viewheight = pawn->ViewHeight;
|
|
pawn->flags2 &= ~MF2_BLASTED;
|
|
DObject::StaticPointerSubstitution (oldpawn, pawn);
|
|
oldpawn->Destroy();
|
|
pawndup->Destroy ();
|
|
pawn->LinkToWorld ();
|
|
pawn->AddToHash ();
|
|
pawn->SetState(pawn->SpawnState);
|
|
pawn->player->SendPitchLimits();
|
|
|
|
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
|
|
{
|
|
inv->ChangeStatNum (STAT_INVENTORY);
|
|
inv->LinkToWorld ();
|
|
inv->Travelled ();
|
|
}
|
|
if (ib_compatflags & BCOMPATF_RESETPLAYERSPEED)
|
|
{
|
|
pawn->Speed = pawn->GetDefault()->Speed;
|
|
}
|
|
if (level.FromSnapshot)
|
|
{
|
|
FBehavior::StaticStartTypedScripts (SCRIPT_Return, pawn, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
bglobal.FinishTravel ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_InitLevelLocals ()
|
|
{
|
|
level_info_t *info;
|
|
|
|
BaseBlendA = 0.0f; // Remove underwater blend effect, if any
|
|
NormalLight.Maps = realcolormaps;
|
|
|
|
// [BB] Instead of just setting the color, we also have to reset Desaturate and build the lights.
|
|
NormalLight.ChangeColor (PalEntry (255, 255, 255), 0);
|
|
|
|
level.gravity = sv_gravity * 35/TICRATE;
|
|
level.aircontrol = (fixed_t)(sv_aircontrol * 65536.f);
|
|
level.teamdamage = teamdamage;
|
|
level.flags = 0;
|
|
level.flags2 = 0;
|
|
level.flags3 = 0;
|
|
|
|
info = FindLevelInfo (level.MapName);
|
|
|
|
level.info = info;
|
|
level.skyspeed1 = info->skyspeed1;
|
|
level.skyspeed2 = info->skyspeed2;
|
|
level.skytexture1 = TexMan.GetTexture(info->SkyPic1, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
|
|
level.skytexture2 = TexMan.GetTexture(info->SkyPic2, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
|
|
level.fadeto = info->fadeto;
|
|
level.cdtrack = info->cdtrack;
|
|
level.cdid = info->cdid;
|
|
level.FromSnapshot = false;
|
|
if (level.fadeto == 0)
|
|
{
|
|
R_SetDefaultColormap (info->FadeTable);
|
|
if (strnicmp (info->FadeTable, "COLORMAP", 8) != 0)
|
|
{
|
|
level.flags |= LEVEL_HASFADETABLE;
|
|
}
|
|
/*
|
|
}
|
|
else
|
|
{
|
|
NormalLight.ChangeFade (level.fadeto);
|
|
*/
|
|
}
|
|
level.airsupply = info->airsupply*TICRATE;
|
|
level.outsidefog = info->outsidefog;
|
|
level.WallVertLight = info->WallVertLight*2;
|
|
level.WallHorizLight = info->WallHorizLight*2;
|
|
if (info->gravity != 0.f)
|
|
{
|
|
level.gravity = info->gravity * 35/TICRATE;
|
|
}
|
|
if (info->aircontrol != 0.f)
|
|
{
|
|
level.aircontrol = (fixed_t)(info->aircontrol * 65536.f);
|
|
}
|
|
if (info->teamdamage != 0.f)
|
|
{
|
|
level.teamdamage = info->teamdamage;
|
|
}
|
|
|
|
G_AirControlChanged ();
|
|
|
|
cluster_info_t *clus = FindClusterInfo (info->cluster);
|
|
|
|
level.partime = info->partime;
|
|
level.sucktime = info->sucktime;
|
|
level.cluster = info->cluster;
|
|
level.clusterflags = clus ? clus->flags : 0;
|
|
level.flags |= info->flags;
|
|
level.flags2 |= info->flags2;
|
|
level.flags3 |= info->flags3;
|
|
level.levelnum = info->levelnum;
|
|
level.Music = info->Music;
|
|
level.musicorder = info->musicorder;
|
|
|
|
level.LevelName = level.info->LookupLevelName();
|
|
level.NextMap = info->NextMap;
|
|
level.NextSecretMap = info->NextSecretMap;
|
|
|
|
compatflags.Callback();
|
|
compatflags2.Callback();
|
|
|
|
NormalLight.ChangeFade (level.fadeto);
|
|
|
|
level.DefaultEnvironment = info->DefaultEnvironment;
|
|
level.DefaultSkybox = NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FLevelLocals::IsJumpingAllowed() const
|
|
{
|
|
if (dmflags & DF_NO_JUMP)
|
|
return false;
|
|
if (dmflags & DF_YES_JUMP)
|
|
return true;
|
|
return !(level.flags & LEVEL_JUMP_NO);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FLevelLocals::IsCrouchingAllowed() const
|
|
{
|
|
if (dmflags & DF_NO_CROUCH)
|
|
return false;
|
|
if (dmflags & DF_YES_CROUCH)
|
|
return true;
|
|
return !(level.flags & LEVEL_CROUCH_NO);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FLevelLocals::IsFreelookAllowed() const
|
|
{
|
|
if (dmflags & DF_NO_FREELOOK)
|
|
return false;
|
|
if (dmflags & DF_YES_FREELOOK)
|
|
return true;
|
|
return !(level.flags & LEVEL_FREELOOK_NO);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FString CalcMapName (int episode, int level)
|
|
{
|
|
FString lumpname;
|
|
|
|
if (gameinfo.flags & GI_MAPxx)
|
|
{
|
|
lumpname.Format("MAP%02d", level);
|
|
}
|
|
else
|
|
{
|
|
lumpname = "";
|
|
lumpname << 'E' << ('0' + episode) << 'M' << ('0' + level);
|
|
}
|
|
return lumpname;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_AirControlChanged ()
|
|
{
|
|
if (level.aircontrol <= 256)
|
|
{
|
|
level.airfriction = FRACUNIT;
|
|
}
|
|
else
|
|
{
|
|
// Friction is inversely proportional to the amount of control
|
|
float fric = ((float)level.aircontrol/65536.f) * -0.0941f + 1.0004f;
|
|
level.airfriction = (fixed_t)(fric * 65536.f);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_SerializeLevel (FArchive &arc, bool hubLoad)
|
|
{
|
|
int i = level.totaltime;
|
|
|
|
Renderer->StartSerialize(arc);
|
|
|
|
arc << level.flags
|
|
<< level.flags2
|
|
<< level.fadeto
|
|
<< level.found_secrets
|
|
<< level.found_items
|
|
<< level.killed_monsters
|
|
<< level.gravity
|
|
<< level.aircontrol
|
|
<< level.teamdamage
|
|
<< level.maptime
|
|
<< i;
|
|
|
|
if (SaveVersion >= 3313)
|
|
{
|
|
// This is a player property now
|
|
int nextmusic;
|
|
arc << nextmusic;
|
|
}
|
|
|
|
// Hub transitions must keep the current total time
|
|
if (!hubLoad)
|
|
level.totaltime = i;
|
|
|
|
if (SaveVersion >= 4507)
|
|
{
|
|
arc << level.skytexture1 << level.skytexture2;
|
|
}
|
|
else
|
|
{
|
|
level.skytexture1 = TexMan.GetTexture(arc.ReadName(), FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
|
|
level.skytexture2 = TexMan.GetTexture(arc.ReadName(), FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
|
|
}
|
|
if (arc.IsLoading())
|
|
{
|
|
sky1texture = level.skytexture1;
|
|
sky2texture = level.skytexture2;
|
|
R_InitSkyMap();
|
|
}
|
|
|
|
G_AirControlChanged ();
|
|
|
|
BYTE t;
|
|
|
|
// Does this level have scrollers?
|
|
if (arc.IsStoring ())
|
|
{
|
|
t = level.Scrolls ? 1 : 0;
|
|
arc << t;
|
|
}
|
|
else
|
|
{
|
|
arc << t;
|
|
if (level.Scrolls)
|
|
{
|
|
delete[] level.Scrolls;
|
|
level.Scrolls = NULL;
|
|
}
|
|
if (t)
|
|
{
|
|
level.Scrolls = new FSectorScrollValues[numsectors];
|
|
memset (level.Scrolls, 0, sizeof(level.Scrolls)*numsectors);
|
|
}
|
|
}
|
|
|
|
FBehavior::StaticSerializeModuleStates (arc);
|
|
if (arc.IsLoading()) interpolator.ClearInterpolations();
|
|
P_SerializeThinkers (arc, hubLoad);
|
|
P_SerializeWorld (arc);
|
|
P_SerializePolyobjs (arc);
|
|
P_SerializeSubsectors(arc);
|
|
StatusBar->Serialize (arc);
|
|
|
|
if (SaveVersion >= 4222)
|
|
{ // This must be done *after* thinkers are serialized.
|
|
arc << level.DefaultSkybox;
|
|
}
|
|
|
|
arc << level.total_monsters << level.total_items << level.total_secrets;
|
|
|
|
// Does this level have custom translations?
|
|
FRemapTable *trans;
|
|
WORD w;
|
|
if (arc.IsStoring ())
|
|
{
|
|
for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
|
|
{
|
|
trans = translationtables[TRANSLATION_LevelScripted][i];
|
|
if (trans != NULL && !trans->IsIdentity())
|
|
{
|
|
w = WORD(i);
|
|
arc << w;
|
|
trans->Serialize(arc);
|
|
}
|
|
}
|
|
w = 0xffff;
|
|
arc << w;
|
|
}
|
|
else
|
|
{
|
|
while (arc << w, w != 0xffff)
|
|
{
|
|
trans = translationtables[TRANSLATION_LevelScripted].GetVal(w);
|
|
if (trans == NULL)
|
|
{
|
|
trans = new FRemapTable;
|
|
translationtables[TRANSLATION_LevelScripted].SetVal(w, trans);
|
|
}
|
|
trans->Serialize(arc);
|
|
}
|
|
}
|
|
|
|
// This must be saved, too, of course!
|
|
FCanvasTextureInfo::Serialize (arc);
|
|
AM_SerializeMarkers(arc);
|
|
|
|
P_SerializePlayers (arc, hubLoad);
|
|
P_SerializeSounds (arc);
|
|
if (arc.IsLoading())
|
|
{
|
|
for (i = 0; i < numsectors; i++)
|
|
{
|
|
P_Recalculate3DFloors(§ors[i]);
|
|
}
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i] && players[i].mo != NULL)
|
|
{
|
|
players[i].mo->SetupWeaponSlots();
|
|
}
|
|
}
|
|
}
|
|
Renderer->EndSerialize(arc);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Archives the current level
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_SnapshotLevel ()
|
|
{
|
|
if (level.info->snapshot)
|
|
delete level.info->snapshot;
|
|
|
|
if (level.info->isValid())
|
|
{
|
|
level.info->snapshotVer = SAVEVER;
|
|
level.info->snapshot = new FCompressedMemFile;
|
|
level.info->snapshot->Open ();
|
|
|
|
FArchive arc (*level.info->snapshot);
|
|
|
|
SaveVersion = SAVEVER;
|
|
G_SerializeLevel (arc, false);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Unarchives the current level based on its snapshot
|
|
// The level should have already been loaded and setup.
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_UnSnapshotLevel (bool hubLoad)
|
|
{
|
|
if (level.info->snapshot == NULL)
|
|
return;
|
|
|
|
if (level.info->isValid())
|
|
{
|
|
SaveVersion = level.info->snapshotVer;
|
|
level.info->snapshot->Reopen ();
|
|
FArchive arc (*level.info->snapshot);
|
|
if (hubLoad)
|
|
arc.SetHubTravel ();
|
|
G_SerializeLevel (arc, hubLoad);
|
|
arc.Close ();
|
|
level.FromSnapshot = true;
|
|
|
|
TThinkerIterator<APlayerPawn> it;
|
|
APlayerPawn *pawn, *next;
|
|
|
|
next = it.Next();
|
|
while ((pawn = next) != 0)
|
|
{
|
|
next = it.Next();
|
|
if (pawn->player == NULL || pawn->player->mo == NULL || !playeringame[pawn->player - players])
|
|
{
|
|
int i;
|
|
|
|
// If this isn't the unmorphed original copy of a player, destroy it, because it's extra.
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i] && players[i].morphTics && players[i].mo->tracer == pawn)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (i == MAXPLAYERS)
|
|
{
|
|
pawn->Destroy ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// No reason to keep the snapshot around once the level's been entered.
|
|
level.info->ClearSnapshot();
|
|
if (hubLoad)
|
|
{
|
|
// Unlock ACS global strings that were locked when the snapshot was made.
|
|
FBehavior::StaticUnlockLevelVarStrings();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static void writeSnapShot (FArchive &arc, level_info_t *i)
|
|
{
|
|
arc << i->snapshotVer << i->MapName;
|
|
i->snapshot->Serialize (arc);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_WriteSnapshots (FILE *file)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < wadlevelinfos.Size(); i++)
|
|
{
|
|
if (wadlevelinfos[i].snapshot)
|
|
{
|
|
FPNGChunkArchive arc (file, SNAP_ID);
|
|
writeSnapShot (arc, (level_info_t *)&wadlevelinfos[i]);
|
|
}
|
|
}
|
|
if (TheDefaultLevelInfo.snapshot != NULL)
|
|
{
|
|
FPNGChunkArchive arc (file, DSNP_ID);
|
|
writeSnapShot(arc, &TheDefaultLevelInfo);
|
|
}
|
|
|
|
FPNGChunkArchive *arc = NULL;
|
|
|
|
// Write out which levels have been visited
|
|
for (i = 0; i < wadlevelinfos.Size(); ++i)
|
|
{
|
|
if (wadlevelinfos[i].flags & LEVEL_VISITED)
|
|
{
|
|
if (arc == NULL)
|
|
{
|
|
arc = new FPNGChunkArchive (file, VIST_ID);
|
|
}
|
|
(*arc) << wadlevelinfos[i].MapName;
|
|
}
|
|
}
|
|
|
|
if (arc != NULL)
|
|
{
|
|
FString empty = "";
|
|
(*arc) << empty;
|
|
delete arc;
|
|
}
|
|
|
|
// Store player classes to be used when spawning a random class
|
|
if (multiplayer)
|
|
{
|
|
FPNGChunkArchive arc2 (file, RCLS_ID);
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
SBYTE cnum = SinglePlayerClass[i];
|
|
arc2 << cnum;
|
|
}
|
|
}
|
|
|
|
// Store player classes that are currently in use
|
|
FPNGChunkArchive arc3 (file, PCLS_ID);
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
BYTE pnum;
|
|
if (playeringame[i])
|
|
{
|
|
pnum = i;
|
|
arc3 << pnum;
|
|
arc3.UserWriteClass (players[i].cls);
|
|
}
|
|
pnum = 255;
|
|
arc3 << pnum;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void G_ReadSnapshots (PNGHandle *png)
|
|
{
|
|
DWORD chunkLen;
|
|
BYTE namelen;
|
|
char mapname[256];
|
|
FString MapName;
|
|
level_info_t *i;
|
|
|
|
G_ClearSnapshots ();
|
|
|
|
chunkLen = (DWORD)M_FindPNGChunk (png, SNAP_ID);
|
|
while (chunkLen != 0)
|
|
{
|
|
FPNGChunkArchive arc (png->File->GetFile(), SNAP_ID, chunkLen);
|
|
DWORD snapver;
|
|
|
|
arc << snapver;
|
|
if (SaveVersion < 4508)
|
|
{
|
|
arc << namelen;
|
|
arc.Read(mapname, namelen);
|
|
mapname[namelen] = 0;
|
|
MapName = mapname;
|
|
}
|
|
else arc << MapName;
|
|
i = FindLevelInfo (MapName);
|
|
i->snapshotVer = snapver;
|
|
i->snapshot = new FCompressedMemFile;
|
|
i->snapshot->Serialize (arc);
|
|
chunkLen = (DWORD)M_NextPNGChunk (png, SNAP_ID);
|
|
}
|
|
|
|
chunkLen = (DWORD)M_FindPNGChunk (png, DSNP_ID);
|
|
if (chunkLen != 0)
|
|
{
|
|
FPNGChunkArchive arc (png->File->GetFile(), DSNP_ID, chunkLen);
|
|
DWORD snapver;
|
|
|
|
arc << snapver;
|
|
if (SaveVersion < 4508)
|
|
{
|
|
arc << namelen;
|
|
arc.Read(mapname, namelen);
|
|
mapname[namelen] = 0;
|
|
MapName = mapname;
|
|
}
|
|
else arc << MapName;
|
|
TheDefaultLevelInfo.snapshotVer = snapver;
|
|
TheDefaultLevelInfo.snapshot = new FCompressedMemFile;
|
|
TheDefaultLevelInfo.snapshot->Serialize (arc);
|
|
}
|
|
|
|
chunkLen = (DWORD)M_FindPNGChunk (png, VIST_ID);
|
|
if (chunkLen != 0)
|
|
{
|
|
FPNGChunkArchive arc (png->File->GetFile(), VIST_ID, chunkLen);
|
|
|
|
if (SaveVersion < 4508)
|
|
{
|
|
arc << namelen;
|
|
while (namelen != 0)
|
|
{
|
|
arc.Read(mapname, namelen);
|
|
mapname[namelen] = 0;
|
|
i = FindLevelInfo(mapname);
|
|
i->flags |= LEVEL_VISITED;
|
|
arc << namelen;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (arc << MapName, MapName.Len() > 0)
|
|
{
|
|
i = FindLevelInfo(MapName);
|
|
i->flags |= LEVEL_VISITED;
|
|
}
|
|
}
|
|
}
|
|
|
|
chunkLen = (DWORD)M_FindPNGChunk (png, RCLS_ID);
|
|
if (chunkLen != 0)
|
|
{
|
|
FPNGChunkArchive arc (png->File->GetFile(), PCLS_ID, chunkLen);
|
|
SBYTE cnum;
|
|
|
|
for (DWORD j = 0; j < chunkLen; ++j)
|
|
{
|
|
arc << cnum;
|
|
SinglePlayerClass[j] = cnum;
|
|
}
|
|
}
|
|
|
|
chunkLen = (DWORD)M_FindPNGChunk (png, PCLS_ID);
|
|
if (chunkLen != 0)
|
|
{
|
|
FPNGChunkArchive arc (png->File->GetFile(), RCLS_ID, chunkLen);
|
|
BYTE pnum;
|
|
|
|
arc << pnum;
|
|
while (pnum != 255)
|
|
{
|
|
arc.UserReadClass (players[pnum].cls);
|
|
arc << pnum;
|
|
}
|
|
}
|
|
png->File->ResetFilePtr();
|
|
}
|
|
|
|
//==========================================================================
|
|
|
|
CCMD(listsnapshots)
|
|
{
|
|
for (unsigned i = 0; i < wadlevelinfos.Size(); ++i)
|
|
{
|
|
FCompressedMemFile *snapshot = wadlevelinfos[i].snapshot;
|
|
if (snapshot != NULL)
|
|
{
|
|
unsigned int comp, uncomp;
|
|
snapshot->GetSizes(comp, uncomp);
|
|
Printf("%s (%u -> %u bytes)\n", wadlevelinfos[i].MapName.GetChars(), comp, uncomp);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static void writeDefereds (FArchive &arc, level_info_t *i)
|
|
{
|
|
arc << i->MapName << i->defered;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_WriteACSDefereds (FILE *file)
|
|
{
|
|
FPNGChunkArchive *arc = NULL;
|
|
|
|
for (unsigned int i = 0; i < wadlevelinfos.Size(); i++)
|
|
{
|
|
if (wadlevelinfos[i].defered)
|
|
{
|
|
if (arc == NULL)
|
|
{
|
|
arc = new FPNGChunkArchive (file, ACSD_ID);
|
|
}
|
|
writeDefereds (*arc, (level_info_t *)&wadlevelinfos[i]);
|
|
}
|
|
}
|
|
|
|
if (arc != NULL)
|
|
{
|
|
// Signal end of defereds
|
|
FString empty = "";
|
|
(*arc) << empty;
|
|
delete arc;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_ReadACSDefereds (PNGHandle *png)
|
|
{
|
|
BYTE namelen;
|
|
char mapname[256];
|
|
FString MapName;
|
|
size_t chunklen;
|
|
|
|
P_RemoveDefereds ();
|
|
|
|
if ((chunklen = M_FindPNGChunk (png, ACSD_ID)) != 0)
|
|
{
|
|
FPNGChunkArchive arc (png->File->GetFile(), ACSD_ID, chunklen);
|
|
|
|
if (SaveVersion < 4508)
|
|
{
|
|
arc << namelen;
|
|
while (namelen != 0)
|
|
{
|
|
arc.Read(mapname, namelen);
|
|
mapname[namelen] = 0;
|
|
level_info_t *i = FindLevelInfo(mapname);
|
|
if (i == NULL)
|
|
{
|
|
I_Error("Unknown map '%s' in savegame", mapname);
|
|
}
|
|
arc << i->defered;
|
|
arc << namelen;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (arc << MapName, MapName.Len() > 0)
|
|
{
|
|
level_info_t *i = FindLevelInfo(MapName);
|
|
if (i == NULL)
|
|
{
|
|
I_Error("Unknown map '%s' in savegame", MapName.GetChars());
|
|
}
|
|
arc << i->defered;
|
|
}
|
|
}
|
|
}
|
|
png->File->ResetFilePtr();
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FLevelLocals::Tick ()
|
|
{
|
|
// Reset carry sectors
|
|
if (Scrolls != NULL)
|
|
{
|
|
memset (Scrolls, 0, sizeof(*Scrolls)*numsectors);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FLevelLocals::AddScroller (DScroller *scroller, int secnum)
|
|
{
|
|
if (secnum < 0)
|
|
{
|
|
return;
|
|
}
|
|
if (Scrolls == NULL)
|
|
{
|
|
Scrolls = new FSectorScrollValues[numsectors];
|
|
memset (Scrolls, 0, sizeof(*Scrolls)*numsectors);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Lists all currently defined maps
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD(listmaps)
|
|
{
|
|
for(unsigned i = 0; i < wadlevelinfos.Size(); i++)
|
|
{
|
|
level_info_t *info = &wadlevelinfos[i];
|
|
MapData *map = P_OpenMapData(info->MapName, true);
|
|
|
|
if (map != NULL)
|
|
{
|
|
Printf("%s: '%s' (%s)\n", info->MapName.GetChars(), info->LookupLevelName().GetChars(),
|
|
Wads.GetWadName(Wads.GetLumpFile(map->lumpnum)));
|
|
delete map;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|